燈塔照明規則與解題思路
放置互不照見的燈泡,照亮全部白格並滿足數字提示。 本頁內容由 PocketJoy 測試團隊依照目前網頁版本的實際操作與勝負條件整理,並由 Long-Term New Media Limited 維護。
解謎規則
Light Up(又稱 Light Up)的棋盤由白格與黑格組成。你要在白格上放置燈泡,讓棋盤上每一個白格都被照亮。燈泡會沿著自己所在的橫列與直列向四個方向發出光線,直到被黑格擋住為止;燈泡自己所在的那一格當然也是亮的。規則有兩條限制:第一,任何兩個燈泡都不能互相照見——也就是說同一列或同一行之間如果沒有黑格阻隔,就不能同時放兩個燈泡;第二,部分黑格上寫著 0 到 4 的數字,表示這個黑格上下左右四個相鄰格中,恰好要有幾個燈泡,沒寫數字的黑格則不受限制。當所有白格都被照亮、沒有燈泡互照、且所有數字黑格都滿足要求時即完成。難度分簡單、中等、困難三檔,可按「檢查」驗證,系統會提示仍有未照亮、衝突或不符合數字的格子。
推理與解題技巧
從數字黑格切入是最穩的開局,而且要優先找極端值。寫 0 的黑格四周絕對不能放燈泡,可以先把那四格標記為禁區——這是零成本的確定資訊。寫 4 的黑格四周必定四格全放燈泡,直接填上。接著找「受限的高數字」:一個寫 3 的黑格如果貼著棋盤邊緣,它只有三個相鄰白格,那三格必定全是燈泡;寫 2 的黑格如果只有兩個相鄰白格,同樣強制。填完這些之後轉向照明約束:掃描整個棋盤,找出那些「只有唯一一種方式能被照亮」的白格。典型情況是被黑格三面包圍的死角白格,它只能靠自己或唯一那個方向的鄰格點亮,如果那個方向也被堵死,它自己就必定是燈泡。另一個高效技巧是反向排除:某個白格如果放了燈泡就會和已放的燈泡互照,那它永遠不能是燈泡,標記為禁區之後,原本要照亮它的責任就落到其他格上,常常能連鎖推出好幾格。
容易犯的錯
最常見的誤區是只顧著把格子照亮,忘了燈泡不能互照。很多人一路放燈泡直到全盤發亮,檢查時才發現兩個燈泡在同一列上遙遙相對中間沒有黑格,整片佈局要推翻重來。每放一個燈泡,順著它的四個方向掃一遍是必要的習慣。第二個誤區是忽略「沒有數字的黑格不受限制」。有些人看到黑格就以為周圍要放燈泡,其實只有帶數字的黑格才有約束,無數字黑格單純是牆。第三個誤區是不標記禁區,只放燈泡。確定「這裡不能放燈泡」的資訊和「這裡要放燈泡」同等重要,尤其在判斷某個白格由誰負責照亮時,沒有禁區標記你會反覆重推同一片區域。第四是憑感覺猜。Light Up 的解是唯一的,猜錯之後矛盾往往出現在很遠處,回溯成本高;正確做法是只放你能確定的燈泡。
誰適合玩
這類謎題由日本謎題出版社 Nikoli 推出(在 Nikoli 的刊物上叫 Akari),和數獨、數迴同屬一個家族,但它的推理感覺很不一樣:數獨處理數字約束,Light Up 處理的是「視線」與「覆蓋」,更接近空間直覺而不是算術。這讓它對不喜歡計算但喜歡邏輯的人特別友好——整個遊戲沒有任何一個數字需要相加,只需要數個數和判斷視線是否被擋。它適合喜歡「豁然開朗」體驗的人:Light Up 的盤面常常在填對某一個關鍵燈泡之後,一連串格子瞬間全部確定,那種連鎖推理的爽感很強烈。它不含運氣成分,每題唯一解,所有位置都能純邏輯推出,不需要猜。簡單檔幾分鐘可解,困難檔需要更系統的推理順序。沒有時間壓力,計時只供自我比較。
輔助功能
難度分簡單、中等、困難三檔,各難度的最快時間分別保存。側欄的燈泡數量面板即時顯示你已放置的燈泡數,這個計數在推理後期很有用——當你知道解答需要的燈泡總數時,已放置數可以幫你判斷還差幾個。時間面板顯示本題已用時間與該難度的最佳成績。「檢查」按鈕會一次驗證三種條件(是否全部照亮、有無燈泡互照、數字黑格是否滿足),未通過時會明確說明仍有未照亮、衝突或不符合數字的格子,讓你知道是哪一類問題,而不是含糊地報失敗。「提示」按鈕可確定一步。被照亮的白格與未照亮的白格在視覺上明確區分,你可以直接看出還有哪些區域是暗的,不需要自己順著每個燈泡的視線推算。完成時顯示總用時並提供「下一題」。
操作與進度保存
操作只有一種:點擊白格即可放置或移除燈泡,同一格再點一次就取消,不需要切換模式。黑格不可點擊,遊戲自動忽略,不會誤觸。滑鼠與觸控的邏輯完全相同,手機上格子尺寸經過調整,單手就能操作整盤。因為放錯了只要再點一次就能移除、沒有任何懲罰,可以放心嘗試不同佈局。各難度的最快時間透過瀏覽器的本機儲存空間保存,只存在你自己的裝置上,不會上傳到任何伺服器,也不需要註冊帳號;換裝置不會帶走紀錄,清除瀏覽器資料則會一併清空。語言按鈕可在繁體中文與英文之間即時切換,所有提示與檢查結果同步更新。頁面載入完成後遊戲本體離線可玩。
解題常見問題
燈泡會穿過黑格照明嗎?
不會,任何黑格都會阻擋水平與垂直光線。
白格一定要放燈嗎?
不一定,只要它被同一行或列上的其他燈泡照亮即可。
數字黑格自己需要被照亮嗎?
不需要;數字只規定上下左右相鄰燈泡數量。
內容審核:PocketJoy 遊戲測試團隊 · 營運:Long-Term New Media Limited · hklongtermad@gmail.com
Light Up: rules and solving techniques
Place non-conflicting bulbs to light every white cell and satisfy the clues. This guide reflects the controls and win conditions in the current browser build. It is reviewed by the PocketJoy game-testing team and maintained by Long-Term New Media Limited.
Puzzle rules
An Light Up board, also known as Light Up, is made of white and black cells. You place bulbs on white cells so that every white cell on the board ends up lit. A bulb casts light along its own row and column in all four directions until a black cell blocks it, and the cell holding the bulb is of course lit as well. Two restrictions apply. First, no two bulbs may see each other — if two cells share a row or column with no black cell between them, they cannot both hold bulbs. Second, some black cells carry a number from 0 to 4 stating exactly how many of their four orthogonally adjacent cells hold bulbs, while black cells without a number are unconstrained. The puzzle is complete when every white cell is lit, no bulbs see one another, and every numbered black cell is satisfied. Three difficulties are available, and the check button reports whether cells remain unlit, in conflict, or in violation of a number.
Reasoning and solving techniques
Working from the numbered black cells is the most reliable opening, starting with the extremes. A cell marked 0 can have no bulb on any of its four neighbours, so mark those four as forbidden — free, certain information. A cell marked 4 has bulbs on all four neighbours, which you can place immediately. Then look for constrained high numbers: a 3 against the board edge has only three adjacent white cells, so all three must be bulbs, and a 2 with only two adjacent white cells is equally forced. With those placed, turn to the lighting constraint and scan for white cells that can only be lit one way. The typical case is a dead-end cell enclosed on three sides by black cells: it can only be lit by itself or from the single open direction, and if that direction is also blocked, the cell itself must hold a bulb. Another efficient technique is elimination in reverse: if placing a bulb on a given cell would make it see an existing bulb, that cell can never hold one, and marking it forbidden shifts the responsibility for lighting it onto other cells, which often cascades into several further deductions.
Easy mistakes to make
The most common mistake is concentrating on lighting cells and forgetting that bulbs must not see one another. Many players place bulbs until the board glows, then discover on checking that two bulbs face each other along a row with no black cell between them, forcing a wholesale rebuild. Sweeping the four directions after each placement is a necessary habit. The second mistake is forgetting that unnumbered black cells carry no constraint; some players treat every black cell as demanding adjacent bulbs, when only numbered ones do and the rest are simply walls. The third is placing bulbs without ever marking forbidden cells. Knowing where a bulb cannot go is as valuable as knowing where one must, particularly when working out which cell is responsible for lighting another, and without those marks you will re-derive the same region repeatedly. The fourth is guessing: the solution is unique, a wrong guess surfaces its contradiction far away, and backtracking is expensive.
Who will enjoy it
This puzzle type was introduced by the Japanese puzzle publisher Nikoli, which publishes it under the name Akari, and it belongs to the same family as sudoku and the loop puzzles, but it feels quite different to solve. Where sudoku handles numeric constraints, Light Up deals in sightlines and coverage, which is closer to spatial intuition than to arithmetic. That makes it unusually friendly to people who enjoy logic but dislike calculation — nothing in the game requires adding anything, only counting a few neighbours and judging whether a line of sight is blocked. It suits players who enjoy the moment when everything falls into place: Light Up boards frequently resolve in cascades, with one key bulb instantly fixing a whole chain of cells, and that cascade is the game's real pleasure. There is no luck, each puzzle has a unique solution, and every position is deducible without guessing. Easy puzzles take a few minutes while hard ones demand a more systematic order. Nothing counts down, and the timer is only for comparing with yourself.
Helper features
Three difficulties are available with a fastest time stored for each. The sidebar's bulb counter shows how many you have placed, which becomes useful later in a puzzle: once you know how many the solution requires, the placed count tells you how many remain. The timer panel shows your elapsed time on the current puzzle beside your best for that difficulty. The check button validates three conditions at once — whether everything is lit, whether any bulbs conflict, and whether the numbered cells are satisfied — and when it fails it states specifically that cells remain unlit, in conflict or mismatched, so you know which category of problem to look for rather than receiving a vague failure. A hint button settles one step. Lit and unlit white cells are visually distinct, so you can see directly which regions remain dark without tracing every bulb's sightlines yourself. Completion shows your total time and offers a fresh puzzle.
Controls and saved progress
There is a single interaction: tap a white cell to place a bulb, and tap the same cell again to remove it, with no mode to switch. Black cells cannot be tapped and are ignored automatically, so mis-taps are not a concern. Mouse and touch follow identical logic, and cell sizes are tuned so a whole board can be worked one-handed on a phone. Since a misplaced bulb costs nothing more than another tap to remove, you can experiment with layouts freely. Fastest times per difficulty are stored in the browser's local storage on your own device, never uploaded to any server and requiring no account; records do not travel to another device, and clearing browser data removes them. The language button switches between Traditional Chinese and English instantly, updating every prompt and check result. Once the page has loaded, the game itself plays offline.
Solving FAQ
Does light pass through a black cell?
No. Every black cell blocks horizontal and vertical light.
Does every white cell need a bulb?
No. It only needs to be illuminated by a bulb in the same row or column.
Must a numbered black cell be illuminated?
No. Its number only constrains the bulbs in the four orthogonally adjacent cells.
Reviewed by the PocketJoy game-testing team · Operated by Long-Term New Media Limited · hklongtermad@gmail.com